Welcome to The Nonlinear Library, where we use Text-to-Speech software to convert the best writing from the Rationalist and EA communities into audio. This is: Even Superhuman Go AIs Have Surprising Failures Modes, published by AdamGleave on July 20, 2023 on LessWrong.
In March 2016, AlphaGo defeated the Go world champion Lee Sedol, winning four games to one. Machines had finally become superhuman at Go. Since then, Go-playing AI has only grown stronger. The supremacy of AI over humans seemed assured, with Lee Sedol commenting they are an "entity that cannot be defeated". But in 2022, amateur Go player Kellin Pelrine defeated KataGo, a Go program that is even stronger than AlphaGo. How?
It turns out that even superhuman AIs have blind spots and can be tripped up by surprisingly simple tricks. In our new paper, we developed a way to automatically find vulnerabilities in a "victim" AI system by training an adversary AI system to beat the victim. With this approach, we found that KataGo systematically misevaluates large cyclically connected groups of stones. We also found that other superhuman Go bots including ELF OpenGo, Leela Zero and Fine Art suffer from a similar blindspot. Although such positions rarely occur in human games, they can be reliably created by executing a straightforward strategy. Indeed, the strategy is simple enough that you can teach it to a human who can then defeat these Go bots unaided.
The victim and adversary take turns playing a game of Go. The adversary is able to sample moves the victim is likely to take, but otherwise has no special powers, and can only play legal Go moves.
Our AI system (that we call the adversary) can beat a superhuman version of KataGo in 94 out of 100 games, despite requiring only 8% of the computational power used to train that version of KataGo. We found two separate exploits: one where the adversary tricks KataGo into passing prematurely, and another that involves coaxing KataGo into confidently building an unsafe circular group that can be captured. Go enthusiasts can read an analysis of these games on the project website.
Our results also give some general lessons about AI outside of Go. Many AI systems, from image classifiers to natural language processing systems, are vulnerable to adversarial inputs: seemingly innocuous changes such as adding imperceptible static to an image or a distractor sentence to a paragraph can crater the performance of AI systems while not affecting humans. Some have assumed that these vulnerabilities will go away when AI systems get capable enough - and that superhuman AIs will always be wise to such attacks. We've shown that this isn't necessarily the case: systems can simultaneously surpass top human professionals in the common case while faring worse than a human amateur in certain situations.
This is concerning: if superhuman Go AIs can be hacked in this way, who's to say that transformative AI systems of the future won't also have vulnerabilities? This is clearly problematic when AI systems are deployed in high-stakes situations (like running critical infrastructure, or performing automated trades) where bad actors are incentivized to exploit them. More subtly, it also poses significant problems when an AI system is tasked with overseeing another AI system, such as a learned reward model being used to train a reinforcement learning policy, as the lack of robustness may cause the policy to capably pursue the wrong objective (so-called reward hacking).
A summary of the rules of Go (courtesy of the Wellington Go Club): simple enough to understand in a minute or two, yet leading to significant strategic complexity.
How to Find Vulnerabilities in Superhuman Go Bots
To design an attack we first need a threat model: assumptions about what information and resources the attacker (us) has access to. We assume we have access to the input/output behavior of KataGo, but not access to its inner workings (i.e. its weights). Specifically, we can show Ka...